refactor(hero): 重构英雄属性系统与受击特效
将HeroAttrSystem从HeroAttrsComp中分离为独立文件 删除废弃的05-outline-glow资源文件 优化TalComp.ts中的代码格式 使用FlashSprite替换旧的受击特效实现
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@@ -1,9 +1,7 @@
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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import { Attrs, AttrsType, BType, NeAttrs } from "../common/config/HeroAttrs";
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import { BuffConf, SkillSet } from "../common/config/SkillSet";
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import { HeroInfo, AttrSet, HeroUpSet } from "../common/config/heroSet";
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import { BuffConf } from "../common/config/SkillSet";
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import { HeroInfo, AttrSet } from "../common/config/heroSet";
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import { HeroSkillsComp } from "./HeroSkills";
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@@ -427,124 +425,3 @@ export class HeroAttrsComp extends ecs.Comp {
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}
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}
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/**
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* ==================== 英雄属性更新系统 ====================
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*
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* 按照 ECS 设计理念:
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* - Component(HeroAttrsComp):存储数据
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* - System(HeroAttrSystem):处理业务逻辑
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*
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* 系统职责:
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* 1. 每帧更新临时 Buff(时间递减,过期移除)
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* 2. 每帧更新 HP/MP 自然回复
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* 3. 限制属性值在合理范围内
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*
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/**
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* 使用方式:
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* 在 RootSystem 中注册此系统,它会自动每帧更新所有拥有 HeroAttrsComp 的实体
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*/
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@ecs.register('HeroAttrSystem')
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export class HeroAttrSystem extends ecs.ComblockSystem
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implements ecs.ISystemUpdate, ecs.IEntityEnterSystem, ecs.ISystemFirstUpdate {
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// ==================== 调试统计(可选)====================
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private entityCount: number = 0; // 本帧处理的实体数
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private frameCount: number = 0; // 总帧数
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private debugMode: boolean = false; // 是否启用调试模式
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private timer:Timer=new Timer(1)
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/**
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* 过滤器:只处理拥有 HeroAttrsComp 的实体
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*/
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroAttrsComp);
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}
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/**
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* 实体首次进入系统时调用(每个实体只调用一次)
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*/
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entityEnter(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const model = e.get(HeroAttrsComp);
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if (!model) return;
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console.log(`[HeroAttrSystem] 英雄进入系统: ${model.hero_name} (uuid: ${model.hero_uuid})`);
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}
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/**
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* 系统首次更新前调用(整个系统只调用一次)
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*/
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firstUpdate(): void {
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console.log("[HeroAttrSystem] 系统首次更新");
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}
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/**
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* 每帧更新(为每个英雄调用一次)
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*
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* ⭐ 关键理解:
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* - 如果有 3 个英雄,这个方法每帧会被调用 3 次
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* - 每次调用处理不同的实体 e
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* - 这是正确的设计,不是 bug
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*/
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update(e: ecs.Entity): void {
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if(!smc.mission.play || smc.mission.pause) return;
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const model = e.get(HeroAttrsComp);
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if (!model || model.is_dead) return;
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// 统计:记录本帧处理的实体数
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this.entityCount++;
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// 调试日志(可选,调试时启用)
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if (this.debugMode) {
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console.log(` [${this.entityCount}] 更新英雄: ${model.hero_name}, HP: ${model.hp.toFixed(2)}`);
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}
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// 1. 更新临时 Buff/Debuff(时间递减,过期自动移除)
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model.updateTemporaryBuffsDebuffs(this.dt);
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// 记录MP变化前的值
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const oldMp = model.mp;
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if(this.timer.update(this.dt)){
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// 2. HP/MP 自然回复(业务规则)
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model.mp += HeroUpSet.MP
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model.hp += HeroUpSet.HP
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}
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// 3. 限制属性值在合理范围内
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if (model.mp > model.Attrs[Attrs.MP_MAX]) {
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model.mp = model.Attrs[Attrs.MP_MAX];
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}
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if (model.hp > model.Attrs[Attrs.HP_MAX]) {
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model.hp = model.Attrs[Attrs.HP_MAX];
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}
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// 4. 如果MP发生变化,更新最大技能距离缓存(最小距离不受MP影响)
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if (model.mp !== oldMp) {
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const skillsComp = e.get(HeroSkillsComp);
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if (skillsComp) {
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model.updateSkillDistanceCache(skillsComp);
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}
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}
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// 每 60 帧输出一次统计
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this.frameCount++;
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if (this.frameCount % 60 === 0 && this.entityCount === 1) {
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console.log(`[HeroAttrSystem] 第 ${this.frameCount} 帧,处理 ${this.entityCount} 个英雄`);
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}
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// 注意:显示更新由 HeroViewComp 负责,这里只处理数据
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}
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/**
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* 启用调试模式(调试时使用)
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*/
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enableDebug() {
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this.debugMode = true;
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}
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/**
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* 禁用调试模式(正式运行)
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*/
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disableDebug() {
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this.debugMode = false;
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}
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}
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